Commander
2.7±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(151 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (46% CMC 5+)+-10ⓘ
Land ramp14
Other acceleration2
Treasure generators1
Other1
Tutors2
Draw engines2
Cantrips & burst draw5
Recursion8
Value engines4
Other1
Spot removal6
Artifact/enchantment removal1
Graveyard hate1
Board wipes5
Stax & hate1
Protection3
Mono-Color Mana Base (no fixing needed)+14ⓘ
Mana Acceleration (16 sources)+6ⓘ
Utility lands4
+2
+2
+2
+2
Taplands1
+2
Basic lands1
+40
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers, aristocrats engine+25ⓘ
Tempo Control (lockout lethality)+7.9ⓘ
Synergy pieces4
Win conditions2
Combat threats6
Sacrifice outlets1
Token generators2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.7 → Bracket 1
Mana base70Interaction61Threats55
1.7 above Bracket 0 ceiling (1)
0.3 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 total
Stompy / Big Mana23 cards
23 high-impact creatures. Ramp into massive threats that dominate the board.
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Graveyard (Commander)9 cards
This deck uses the graveyard as a primary resource.
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Combos0 total
No combos detected
This deck wins through combat, value engines, or synergies rather than infinite combos. Checked against Commander Spellbook's database of 80,000+ documented combo variants.